#nms-modding
1 messages · Page 176 of 1
well you're on PC
back them up to another folder
but no, no mods for this as far as I've tried to find
Yea i wonder if there was a more conventient way.. the way i do it for now is just backing up the seeds for the ships i find and collect
to create themes xD cus i kinda like that
If anyone is interested, there are 3 new palettes in the biome color palette files:
<Property name="BioShip_Body" value="GcPaletteData.xml"> <Property name="BioShip_Underbelly" value="GcPaletteData.xml"> <Property name="BioShip_Cockpit" value="GcPaletteData.xml">
It seems you can change the color of the ship depending on biome.
But also, that they already do this, too :D
hey exosolar, your visor mods still work? haven't tried running any mods since this last update
Already do this? What does that mean? (I haven’t used the new ship yet )
I mean if they set that whole system up then it's probable that the living ships already do the color shifting per biome that you mentioned
Yeah just all the colors in those palettes are white. So not really used.
Actually white or off-white?
1,1,1
All 64 and in all biomes?
Sorry, got busy. Didn't check all biomes. Checked a few. In those few, all 3 sections, all 64 colors, all 1,1,1.
Odd that they would bother with a whole huge nothing
@hushed bronze bro, the asteroid ribbons mod is awesome. Good job.
Glad you like it 🙂
what part of a ship seed controls color?
which number or letter combo determines a ships color combo?
I think procedural generation means it's scrambled...?
Yeah its not like oldschool gameshark, sadly 😄

it's definitely not scrambled.. but it's definitely not column based flags like GTA.. they follow a set sequence somehow, cause they control how the descriptors/scenes are built for the models.. if you change a proc scene and descriptor, you can leave a seed alone but have a different outcome.. much like when HG has updated in the past and systems were changed.. planets had different biomes, fauna, flora, etc.. players were still using the same seeds from their saves, but they correlated to a different build..
I don't think anyone's cracked the mad science behind it, but if they do, they should be well known for it.. the only other modding milestone I think that could top it would be figuring out how to mod for console platforms..
I wonder if they use the seed to generate flags. As in They might chunk the seed into particular bytes then each one controls something. Honestly the only way to know for sure would be to follow how it all works in the exe, but that's always proven to be really hard sadly :/
Currently me and my friends are getting pushed by invisible walls/ entities inside of space stations, sometimes being thrown out int ospace and dying because of it.
Is that a base-game issue or is someone using a mod that is causing issues for everyone? It happens in both multiplayer and SP, so we're all stumped.
if you all have different mods or only one person does then it won't be mods
As a mod can only really affect you locally (especially ones which modify scenes/terrain)
So if someone's beign pushed by an invisible force, then that's a result of the base game being buggy?
Becasue it's literally a case of walking or standing still ,then being thrown across the room. Best thing I can liken it to is a ship flying through the area
Cant see anything, but something massive in your way/ pushing you into a wall... or through it sometimes.
have you tried without mods?
One friend swears it was happening without, but I 'think' I may have found the culprit actually.
Gumsk's npc flight, havent had an issue after pulling it.
Well, yet.
i experienced that with a friend on a distant location, our ping was about 400ms
maybe some kind of desync?
That wouldn't account for when in solo, multiplayer off.
@frozen marsh Are you using any mods affecting asteroids or planet alignment, stuff like that?
Nope
As i love building my bases over tall plateaus i experienced many times being hit by npc ships that for some reason ignore coalition with the terrain. It is very common for me to see ships desapear into terrain.
There is no relation between proc ship parts and colors right? In other words any ship part combo can have any color? If so then there is some part or combo of parts of the seed that is unique to color vs parts. That doesn’t mean yellow will always have the same data in a seed though. It can work like if this byte is 6-8 then use yellow. There are several things that can be happening. Also the seed might go through some process to change the values before used for different parts of the proc gen. It could get super complicated to figure out without knowing this. The only thing I can think of using to figure it out would be to catalog all seeds and what parts and colors etc they produce in some sort of database so you can see what all yellow ships have in common in the seed for instance. Even then, knowing what is common, you still might not be able to understand why those ranges of values all make yellow. Difficult to say the least
With all the possibilities of how a seed can be used to determine one part like color, I still think that Occam’s Razor would apply here. There is seemingly no advantage for HG to complicate the color process other than obfuscation.
Hmmm, not seeing one as of yet, but I'd like to know if there is a mod that greatly increases the spawn rate of space eggs.
I think without knowing the math process the seed is taking for color, you will never know how the seed determines color. It’s like Monkey said, the exe would have to RE’d to figure the process out. Without that you will only have an encrypted string.
It's not that the process is complicated for the sake of obfuscation, I think it is a product of how procedural generation works. You can say the same thing about building placement and terrain generation and all of that stuff. All of those things are all generated by seeds. In the end it is just how HG has used to the seed (assumedly to seed a RNG) that is unknown.
Also, I am being pedantic, but "encrypted" isn't really the word you want.
I do think however it would be very interesting to try and find the EXACT same ship, but with a different colour (or multiple colours) and see how the seed varies... That could actually be quite illuminating...
We’re on the same page. 😜
Yeah I was thinking that same ship parts and different color would show a seed difference but it is still possibly and probably an entire seed that feeds the algorithm, so the difference might be anywhere and any difference between different ships and/or colors.
And without going to the exe, it might be the only rational starting point. At least it would tell you something whether it’s useful or not.
yeah, but if only a section of the seed is used for colour, then it might be more obvious. So for example there may be a section of bytes in the seed that indicate colour.
It could also just be that the seed is just passed into one alg for generating colour and one for parts, with some kind of modular arithmetic to allow for multiple ships to have the same parts but different colours.
I would assume it would be 1 of those 2 ways. You can only hope that it’s using only a part. If the whole thing then pfffff good luck.
Okay, I got it. Feed all ship pics and all known corresponding seeds into googles deep mind. See if it can RE a pattern. Eventually it will but we might not understand the answer.
weird question - if i mod mygame with mods like (removing rim light) am i still able to join my friends world ? thanks o/
yes
made a concept for a seed editor/creator
did you crack the algorithm?
nah
so it's just UI
Well it could be combined with a vast seedbank that's properly tagged all the way through but that would be an absolutely insane amount of work that nobody could really justify
I think I can automate logging the seedbank, but that'd be still a lot if work and a long delay until it gets enough data to be usable
thats just a concept i threw together lol
it has no function
but it would be awesome if something like it exist :P
regardless, whoever's actually coding the program will be the one that makes the UI
and it's difficult to "stick with" concept when you are already building off something else
¯_(ツ)_/¯
Anyone know if there is a full body avatar mod for VR?
Personally I wouldn't bother with something requiring that much work that could ultimately be invalidated by an update from hg that lets us customize our ships more.
honestly, i wish there was some ship customizability, but if you could make a perfect ship how you like it, everything in the game, going out to find a good ship, the random generation, seeing something you might notve seen before, is invalidated.
but i do want to be able to change some minor things on my ships
just not be able to create ships from scratch
did i word that right?\
if you are going to be editing the ship that way, why do you even need the seed.
Becasue the seed dictates the ship design.
To change t oship, you have to change the seed.
not true. You can specify your ship by specifying the exact parts you want 😛
You could give it multiple sets of wings if you wanted to, or no wings. It looks pretty funny if you do
I think you can do that in the save editor? If there is an 'Alt IDs' value, you modify that
does anyone know of an updatred fast scan mod? all I found looked old or were broken
other than exosolars?
Use the amumss fast scan mods. Building the mod takes yu maybe 10 minutes at first and later 30 seconds. Take the effort
Relax, the GCGAMEPLAYGLOBALS is not yet supported by the compiler but it likely will be very soon
instead of a stand alone app to twick ship wouldnt be super cool to be able to unlock parts as you play? from traders, missions, archeology, bio research, etc.
Dreaming is free.
maybe they will add that to the ig ship console.
Exo thought and I agree it would be cool to be able to use parts from ships you got.
Ofc I also feel there need to be a ton more parts to begin with :)
anybody know any good mods to make the game harder?
like savage sentinels but a lot harder
and similar mods for predators and ai ships?
i have savage sentinels and hardcore space battles installed
but tbh they are to easy
https://www.nexusmods.com/nomanssky/mods/797?tab=description the ecosystem module will cause hostile creatures to Spawn at night. It's been acting strangely since the update though.
Example: those monstrosities that come out when you get an egg by an abandoned building have been spawning on my home planet at night even though they are only supposed to do that on no atmosphere planets.
I could possibly make the sentinels spawn in gangs of 8 or something?@opaque tree
Not to mention they're not hostile and only take a couple bullets to die.
But when I am on dead planets, they'll only spawn maybe one or two at a time at night. They will be aggressive this time, but still die quick.
@opaque tree that said though, Ive been compiling a list of challenge mod ideas for a while now, maybe you have some thoughts to contribute?
https://www.reddit.com/r/NoMansSkyTheGame/comments/f7hc45/what_could_make_nms_more_challenging/
4 votes and 15 comments so far on Reddit
If the modder updates it, it will definitely make the game harder. But until then it "kinda" works.
@hushed bronze looking at some of the comments, free roaming horrors is definitely possible. It happens with the ecosystem module of that mod I just posted on dead planets at night. Well, more like they're supposed to spawn around you and instantly be aggressive but it's acting weird right now. For me at least.
@hushed bronze challenge mod that existed before but hasn't been updated:
- no tutorial quest, you will have all the basic crafting blueprints learnt already
- crashed ship cannot be repaired
Not so sure about the crashed ship being unable to be repaired. Wouldn't that mess with the starting ship since it starts as a crashed ship? Or did this mod start the player with a ship?
Besides, I kinda like finding crashed ships, I can fix them up just enough to scrap them and hopefully get a ship storage module to upgrade my own ship without spending (currently) close to 20 million units per slot.
mod just made the ship unrepairable
as it straight up removed launch thrusters tech
ok so i have a few ideas (idk if any of these are possible to make)
maybe make it to where walkers will roam high security planets
and make packs of doggo robros spawn on planets
decreasing the time between waves of drones
making the drones spawn in larger groups
if possible
making larger versions of current enemies
sort of like bosses
like large bio horrors and sentinels that can spawn
that have more hp and do more damage
etc
maybe make it to where on level 5 space sentinels it warps several drone freighters instead of 1
oh and maybe have like super large space sentinels
that yeet you out of existence
idk
oh
make the corrupted sentinels randomly spawn
and give them a super high firerate
and make them shoot missiles or lasers or plasma grenades (like walkers)?
@hushed bronze
idk
i remember the drone horde glitch but i never got to experience a fight against them
that would be so cool
oh and more and stronger predators
that can actually kill you
making freighter guns do more damage?
yeah i really miss those little aggro crabs
they were wonderful to get wrecked by lol
i really miss having little 1 foot tall critters mobbing up to kill me
hiding in the tall grass
Well my aim is not to erase gameplay functions like crashed ships or generate impossible challenge like infinity-sentinels
like something out of Jurassic park
Anyway drop ideas on the reddit post and I def wont lose track of them 🙂
hunter1
hunter1?
has any1 heard if that MorShips Mod might come back?
or if theres another mod like it?
@opaque tree oh well just DM me then
https://www.nexusmods.com/nomanssky/mods/1389?tab=files
anyone has a working alternative of this mod? Technology number increase..
here there is a challenge: a mod that allows to connect resource storages trough diferent bases. A device that will get input of a distant estraction device allowing the player to store on a centraliced industrial center. So we can aboid using portals to just pick up resources.
Yes, that is a challenge
@opaque tree do you play on hard mode? You can always get a stacking mod of resource management is an issue but things definitely do more damage there.
@cinder aurora wouldn't a save editor get the same effect?
Oh wait, nvm, I just realized what the mod does.
Not sure what if there are working equivalents out there.
A mod about gameplay challenge is what I'm after lol not a "challenging mod"
Although said mod would be a challenging mod
https://www.nexusmods.com/nomanssky/mods/507
DUD'S SKY updated to v2.32.1
All mods updated for NMS v2.32
Also new ship headlight mod!
-Adds headlights to all ship classes.
-Headlights activate when flying and deactivate when landed.
-Adds headlights for NPC ships.
-NPC ship headlights also toggle on while flying and off while landed.
https://www.nexusmods.com/nomanssky/mods/968
DUD'S SKY - COLORS updated to v2.32.1
All mods updated for NMS v2.32
You know, I was tinkering with colors to get more colorful grass on lush planets. And while I did have some success (my gf was seeing brown grass while I was seeing red and purple) I think that'll do just fine.
You don’t have to install all of them. There are individual mods in there that all work together. So you could do just lush grass and plants and trees if you wanted.
I don’t want to play without it personally. I got spoiled.
@tepid pulsar yeah i am playing on survival mode. i have savage sentinels and hardcore space battles installed but the ai is way to weak. Still feels like i am stomping on ants instead of being in danger
@opaque tree Uninstall your shield modules
This and go base weapons on ship and base multitool weapon.
A mod could easily be made that would stomp you in the dirt but I just got done updating 42 mods so I'm gonna play for a day or 2.
That said though, part of my challenge mod idea list is to chop down the module limit from x3 to x1, with a few stat edits for modules that need to be refitted for that to be reasonable (Like hyperdive, where you would lose a lot of maximum warp fuel efficiency without a corrective measure)
Specifically because this x6 thing is utterly game-breaking
@steel crypt That's why I don't host 42 mods 😛
I agree. I don't really understand why people want to max their ship other than they just want to max it because I can destroy almost anything with a base ship.
@steel crypt Have any ideas to contribute to the challenge mod?
Im interested in yours especially because you know what can be done and won't suggest random lightning strikes lol
The ship headlight mod made me want to take a break. That one was logic puzzle central. In the middle of it, HG decided to ultra-bungle the shuttle scene. That's why while working on it, I had a dude say "Synthesis was released 2 days ago, are you not going to maintain your mod anymore?" I just started laughing.......you get....NO reply.
Wow. rude. lol
Yeah I like some of the suggestions lol. "Hey make some giant killer bees that enter your brain and control you." (yeah, you don't mod)
I don't know, I mean I have messed with several things before with sentinels and ai ships and like lowering upgrades. I'm thinking.....
I welcome all suggestions anyway because even a non-modder can drop ideas that may be approachable, like one who suggested nighttime zombie hordes and I thought well actually I can totally give dead planets night-biased swarms of horrors lol
how about more hostile spawns?
Can you spawn those horrors anywhere?
Yes. I dont know how to do it immediately but Ive seen other mods rocking all the prerequisites for doing that
@ both of you actually lol
Then how about spawning them on certain events, like entering a facility or in caves?
There are ways to make triggers on entities where you can spawn another scene, so you could (just to give an idea of the mechanics) say go to open a loot box but doing so spawns a giant whip plant...or a horror....I think there is a chance variable also....can't remember much of the tech there would have to dive into it again.
but basically interactions or "events" can load other things.
like that rock that changes into a creature....it's done like that
I would like more variation in storms where there is a chance to get brutal ones. The exocraft being able to be called so easy is OP also maybe something can be done there?
Caves can be made to have decent loot and have different predators. Side note: there is not enough going on with caves.
You could attach the "deadly gas" from one of those cave plants to something so when you interact there is a chance of getting gassed. Kinda like the radiation thing when you open those storage containers at a crashed freighter.
Hmm.... exocraft, Ive done so little with them I forgot to even consider them
Also caves, I like it, but it would be a biome mod 😄
For difficulty, I think they take a lot out of survival because they are so easy to spawn and are like insta shelter. I almost miss being forced into a cave when I'm walking around.
But thats what challenge mod is meant to do
There are settings for how much "standing" you get added with a race when doing things and how much is taken away when doing something bad. I would make the adding way less and the taking away much more.
its meant to make people have to make decisions take risks and all that
not to make evrything everywhere always dangerous and Kill-y
Like the sentinels. I want to make fighting with them a very dangerous idea that will probably get you killed. NOT make them always-aggro, for example. That forces the decision making and risk evaluation of pissing off sentinels, which is fun an interesting and engaging, you see?
and def challenging when you cant just walk up to an armored door, start beating at it with melee and break through while tanking sentinel fire because they suck too much to actually kill you in time
What do you have in mind about exocraft?
I'm thinking...hmmmm some kind of way to not be able to use them so much for cheap shelter...
Less HP on crafts and more damage on Sents?
Yeah my exocraft mod moves that direction as far as not as cartoony fast. (but I changed a lot of settings like tire grip and suspension....on and on) The storm has to be a problem when in exocraft somehow or something.
Cartoony fast?
But
the exocraft are soulcrushingly slow...
I disagree on the storm. If you're caught in a crazy storm in the middle of nowhere but your car is nearby, what do you do?
Well it doesn't really slow down top speed but more like you can't climb a 90 deg angle
What WOULD be cool is severe mobility problems in an exo during a storm
I know what you're saying about the car....I just.......oh that's a good idea
I have no idea how the hell that would be done.
me neither, Im not planning on trying, just dreaming 😄
There is hold on....maybe gimme a sec
Dont tell me theres a whole "Storm" section for exocraft handling...
It wouldn't surprise me... seems there are loads of times where the programmers build intricate and powerful systems and then nobody tunes it properly.
ADVANCED SUSPENSION VARIABLES
Fuck it just put "1" for everything
And the programmers are just like dude why






















naturally
when you mod in a sixth sentinel wave
if that is even possible idk
can multitools damage starships?
GcStormEvent Triggered when a storm appears during game where the entity is located
This can trigger an "action" in the vehicle's entity file, there are several actions and it would have to get creative. You can make something take damage, push something without damage, deactivate nodes from the scene (which means you could I think effectively remove say 2 out of 4 wheels (not what you see, but what actually moves the car) temporarily during a storm so that there is way less power and traction etc. There is a list of triggers and actions and stuff for entities on the modding wiki.
because it would be awesome for sentinel ships to try to shoot me on the ground
@steel crypt where is this modding wiki
and for quads and walkers to wander on the high security worlds
There's not a lot there but there is some good info. hold on a sec
Welcome to the No Man's Sky Modding wiki! This is a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the...
@steel crypt Neat
I have messed with the entity and trigger stuff for the ship headlights. there is a lot to learn. I know enough now to use most of that stuff on the wiki effectively so if you see something that gives you an idea, I could probably tell you if and how it might be done with the code in the scenes/entities
Monkey makes me cry with no gameplayglobals in the compiler 😢
He did it on purpose because he's mean like that
what are you trying to mod? is it a lot of changes?
they always mess with that one a lot during update sprees so I think he waits on it to not change it like 5 times
I think I will do some space colors then lol
This list is not possible without GPG and I couldnt even hope to make testing progress with the gameplay partts missing
I can hex some stuff, but the thing is, there is new stuff in there that you probably want to see if it is named variables once monkey gets it done. Also doing a lot of entries is kinda a pain. It could be done, but I would have to find a moment where I got some time. You don't want to take breaks in the middle of that. I would never remember what I was doing.
Thats definitely not an extent I would go to for a file that will just be made available at some point anyway
I would guess it's comming soon because the update spree thing I think might be calm now and he didn't have a lot left really and he was going to get some time I think maybe today and tomorrow (but I don't know if I'm remembering that exatly right)
Oh shit right. You would have to be tweaking it a lot probably. That means every tweak and test you tell me what to change, I hex again, pass you the file, you test, rinse repeat. It could get stupid.
Yeah that would be a completely insane extent to go to for a file that won't even be off limits for long
also with that much trouble I would probably just learn hex if I were going that far lol
Yeah it would be a hex party. I would have to get hot pockets and coffee and nudes. j/k lol
Hmmm... maybe I should do nothing. Just rest up for a day before I get rolling hard on college stufff again 😛
When I'm waiting for monkey to finish something, I sometimes try to prepare everything like my ideas, look at the last decompiled version and decide what I might try to change to what for the first run etc. But yeah doing nothing can be very good also. Maybe just play and enjoy some of those mods you made lol
I should see if my controller still crashes steam with NMS running 😄
I don't use one, but I see a lot of people having controller problems.
yeah it started crashing the moment my controller registered one day
If you do play, you gotta try the ship headlight mod. I don't know if it's your cup o tea but I think it's cool watching the NPC ships fly around and light up the ground a bit.
months passed, it was never fixed
really killed my NMS-playing interest, I really cant stand playing anything on a fuckin keyboard
- Now downloading silly headlight mod *
😄
well that sucks dude. I don't know anything about it. Other than I had a mouse that chose to rapid fire click sometimes which got me into trouble. I fixed it. I burned that bitch.
well at least that was fixable with a new mouse. My controller isnt broken tho
it works with other games? just crashes with steam + NMS?
I have heard other people saying something like that. I wonder if it's a common issue?
So it seems the controller no longer crashes NMS BUT the control setup is totally gone
will mess around with that some other time
They "fixed" it for you lol
My gf doesn't have issues with nms crashing, she plays with an xbox controller.
I play with a Steam controller, "occassionally" it'll crash but I'm not sure what does it.
Could be mods, could be something else.
But it doesn't happen anywhere near frequently enough to be an issue.
Gonna do my F@#$^ chores real quick. F!#@$% chores. See ya soon dude! Too bad I won't be here to watch you writhe in ecstasy using that headlight mod. 😆
@tepid pulsar Honestly I think it was fixed in the synthesis rollback
it had just been broken for so long I had forgotten about it
@steel crypt Seeing the ground at night from more than 2 meters was nice 😄
goodmorning @hushed bronze sooooo any way u can update the Preditor supressor mod? dosent seem to work
Just so you know for future, this channel isn't intended to be a "hey, can you update this?".
oh sorry ... only asked here becouse ive seen him inhere
Message half received.
good evening jason hey can you update this thanks
(Heavy British accent) Sum it up love. Why do ye think we are awake? I can start while I have me morning tinkle.
OMG im such a noob ... i forgot to remove the txt file
Lol just download the mod suppressor suppressor mod
so did the Vulkan update effectively kill any chance of recoloring space?
Oh awesome, thanks
you know i was looking at that mod the other day and got confused. lol
i was like "do i pick the synthises version or the v 2 one"
hadn't had my cup of coffee by that time
btw: love you guys 🙂
@fossil gate If I haven't demoted it to "Old Files" then it still works as far as I know.
Also I just cut that ending part of that title for less confusions 🙂
there is no mod that lets you claim unlimited ships right? i couldn't find anything of the sort on nexus so i assume it's not possible.
Do mods that support ultrawide resolutions work with multiplayer?
I thought vanilla No Mans Sky had Ultrawide support now?
If someone send me an ultrawide, I could totally test and produce a mod for ultrawide ness
what the hell this game has mods
i'm constantly surprised about how some games have mods. like hollow knight or witcher 3
Kind of curious ... as far as mods go I've not really been mucking too much with them, since I want to keep the game vanilla as much as possible for mechanics. But I'm finding some of the graphics settings, seem a bit, "lacking" since the Vulcan update. Any suggestions on something to increase the graphical quality that is still compatible with the latest mod?
err latest update
Not too many attempts have been made on graphical quality, but I know I did some light tweaks with Stratos, some fog correction, planet visibility and some tuning to the godrays washout
@idle gazelle also some people have been able to get reshade setups to work again
ah
I modded space to be black, got rid of speed lines - hated bright green space 😉
@hushed bronze I've got a 21:9 UW monitor and the game runs perfect on it at 3440 x 1440
Aside from ReShade the nvidia settings can add a little spice to the game as well in a similar fashion
Okay, so I just made a mod that disables clipping detection for base building. I'm thinking about posting it on Nexus.
I never posted anything on Nexus before though, so this will be a first.
Need some help
Mod files for nms are .pak, Nexus doesn't allow .pak to be uploaded. What do I do here?
Wait, I think I know. I need to compress it to a zip file.
I'm thinking the next step is to make it so that floors and walls can power objects the same way prefabs do. It looked like those values were in there, it'll just take a little more work than a simple find and replace search.
After messing around a bit, it would seem that there are other things it checks for placement, but overall it works fairly well.
So I compared the ramp to the floor so far and potentially narrowed it down to a few values that it could still be checking for placement. I'm also going to compare both with either the short walls or the arches for further narrowing.
@tepid pulsar You could open up this one for some references 🙂 https://www.nexusmods.com/nomanssky/mods/1096
Power transmission through walls, that sounds pretty cool. Probably has to do with "NetwrokID" and the stuff around it at the bottom of each object's parameters
And here I am setting up Cheat Engine
It may have a lot to do with the nodes in the node scenes, which are noted in the building table but are in fact separate files
I'll give that a look
@tepid pulsar Maybe this is obvious, but take a look at how the prefab buildings are able to transfer power, and if you cant crack it within the basebuilding table alone, then it will probably have to do with the node files (One of the three filepaths referenced at the very top of the objects' parameters)
Its not something Ive attempted specifically, but I have been in that file a lot lol
@tepid pulsar BTW Cheat Engine is ruthlessly powerful, don't go scrapping it or anything 😄
Yeah I'm going through the tutorial and just saw some lessons that used LMC code, something I haven't looked at in years, and don't generally want to mess around with.
I did some digging in the files and saw some interesting values. Like one that was called "ProgressNeededToNotFeelSadAboutDamage". IIRC it was related to the frigates so I'm guessing it's related to how far they get on a mission before they don't notify you about being damaged. Just a guess.
That value name is paraphrased, I don't remember the exact name.
There are some weird ones. There are some debug texts in the mission tables that are weird.
Any mod to optimize the game?
There's a mod that removes grass
There's also a mod that decreases the density of grass as it goes further out, but that mod also increases the distance of the grass.
There's also a mod that gets rid of the fade in, giving you LOD models instead.
I'm not sure if these are still in working condition though.
@hushed bronze you're talking about stuff like TkSceneNodeAttributeData.xml? Yeah I'm getting a bit better at looking through these files and the files that these nodes are in seem to have their addresses listed.
sometimes
@tepid pulsar I think thats the behind-the-scenes file you will never find. But anything with a specificed FULL filepath is usually findable and editable
OFC if you get good at cheat engine you might still be able to find data within those transient files to help you learn stuff or figure out what you need 🙂
In general, if it notes a filename with no file path like gcpenislengthgradient.xml its what I just called a transient file, and is formed upon booting the game and isnt something you can save edits to directly, but if it lists a full filepath that ends in usually .DDS or .MBIN (and is always all caps,) then its almost certainly an actual file you can find and mess with in the standard way
Anyone know if there is a full body avatar mod for VR users, as I exclusively play in VR and think it would be cool
HG would have to make that one, I think
k
Hm good idea. I would be.able to make static one without ikinematic arm movement
But actually there was a chain module you use to connect arm body and vr hand.
But not sure its worth the effort. Vr mods get very little live
Are VR players' bodies and movement visible to other players? @marsh eagle
everytime I run into a VR player their legs are horribly deformed
@hushed bronze Other VR players can see other VR players movements, but im not entirely sure about Non-vr players seeing VR players movement
everyone sees vr players' hands and head
So it sounds to me that there exists a model and rigging to go with this, but it is only applied to other players as seen from a VR user. Even so, it soulds like an extraordinarily difficult thing for a modder to accomplish and definitely not worth it. The devs will have to be responsible for that feature
I'd love a VR mod that gives the hands physics - not sure how hard it'd be to make though.
that would be even harder than the thing we just said was impossible 😄
modding specifically vr things is on a whole another level of modding
I'm not even sure if it's physically possible without rewriting the game engine
ah, okay. Maybe a mod that decreases the wait time for the "center view" button? I don't like having to hold it for a few seconds whenever I sit down or stand up
@willow hearth i made some profound vr mods including a mod that gives the ship panel buttons functions
@marsh eagle but hand physics
Ooh was it you who made that mod? I can't understand what it does, for some reason my right hand thinks there's something to hold in between both flight controls?
Hey. Question: when using mods, do all of your friends have to have the same mod, or is it clientside?
Never used mods in this game, so.. I feel I better ask first.
I would assume it's clientside, but. Yeah.
Question about old mods
Is there any risk of an un-updatd furniture mod to be unusable?
Its virtually guaranteed to be unuseable
But if you're talking Eucl-EA, then you'll be thrilled to know that new version is in progress
So I hear there's a mod that you can set a setting to turn off NPCs from being able to land on your base's landing pads. But I also heard that you can have them actually land if you really want them to.
Found this mod to be the closest;
https://www.nexusmods.com/nomanssky/mods/1225
@hushed bronze I don't know of the specific mod, as my friend was the one looking
He was dismayed that the mod he saw was EXACTLY what he wanted
but hadn't been updatedi n a while due to the author disappearing to protest for hong kong, etc.
@brittle galleon jasondude's mod pack has a far more capable headlight mod in it
No Man's Sky Essentials Pack? Is that the one you're talking about?
i have merged 3 into one and its creating some really interesting stuff: stratos, dud's sky, and redmas fantasy
had a world with reddish daytime sky, blue sunset, and orange nights
Well what I'm looking for is a mod that I was told can be checked to disable ships trying to land at your base, or allow it.
is there a mod that allows you to place a base computer after arriving through a portal?
Mind sharing that merged .pak, sounds awesome
? @sinful anvil
i guess i should have been clearer
the pak isn't merged
just the 3 mods are in my game sorry
Ah, even better, I'll try that combo out :)
is Ultra Basebuilding a working mod, or broken until it gets updated?
Keeps crashing on attempting to load.
@sinful anvil I hope you arent fusing MBINS there...
no i just put 3 files in a folder xD
???
In any case, dominance rules will be weird with sky mods
Anyway Im off to continue doing college stuff at 11 pm 😛
Is there any working mod that is disabling NPCs from buzzing around my landing pads?
This one isn't working, and it's the only one related to it;
https://www.nexusmods.com/nomanssky/mods/1225
Patterns in time
I cna't seem to progress any further. Help? D:
I have to talk to a Gek cartographer.
I've talked to 5
all have the regular dialogue
It's nto any system nearby
x.x
And resetting it doesn't help put it to a nearer system
What's worse
It's only giving me a mission guide for like...
3-5 planets at a time
My exotic's warp range is over 2500 ly
I could easily cover triple the range its pointing me to for less fuel ._.
Derp... Sorry
I just realized I forgot to switch tabs to nms help anyhow.
If I download a mod that changes visuals, like the space, will it disable multiplayer or something or does it just touch client side resource folder stuff
all mods are client side
you can get a mod that changes biomes and your buddies and youll see completely different planets and landscapes
this is to make space darker, right
yes
just wait a bit, Exosolar's mod does the same but he's a little busy at the moment
ah okay
oh does this not work right now?
nope, needs to be updated for 2.3+
ah, okay, thanks
if you're browsing for mods on that site, filter the list to "last updated"
does anyone know of an up to date speed line removal mod?
@brittle galleon you here?
This one will make AI ships not go to your base. They will not use your landing pads as a destination. (Rename it or whatever, it is a personal mod that I haven't named yet.)
This one will let AI ships land on your base pads.
@brittle galleon If trying to get ships to land at your base there are some things to consider.
AI ships spawn in groups.
All ships in a group of AI ships will choose the same pad to land at. It will be the closest pad to where they are when they choose a pad. The first from the group will land while the rest circle, then after the first takes off the next one will land.
When you are not in your ship, the game treats it as an AI ship in many respects. Because of this, if your ship is on a pad and the AI chooses that pad to land at, the group will circle forever waiting for the "AI" ship that is there (your ship) to leave. You must move your ship off that pad for them to start landing.
Without the mod, AI ships will never land in most cases because the available pads are effectively at zero.
The way I have found to get them to land every time without having to move your ship is to do one of 2 things: Either move your ship off of the pads entirely (summon it to ground/regular terrain), or make a set of 5 pads like this:
`` AI
AI P AI
AI``
Where you have your ship always parked on the "P" pad and the others surrounding it are always open for AI ships. This will basically surround your ships pad with other pads and not let the AI ships ever choose the pad your ship is on. (They always choose the pad closest to them on approach) Your pad at that point will never be closest to them, therefore it will never be chosen.
@vernal spruce @left sentinel As far as I know, it works fine
Mods made out of color palette files are extremely update-resistant.
Its possible one of the older versions doesnt run but at least the Pure Black version is pretty new anyway
Hey, brother!
mods
Probably a stupid question and it's most likely yes, but do modders play in the same game as everyone else?
Yes
does modding ruin your saves?
@cosmic grail Modders sometimes play like normal people.
And no, mods will not blow your save
@cosmic grail None of the mods that can be made are capable of altering save file structure, and so the worst you can do is usually "change the ground level and fall to death" or "accidentally space yourself" only to be respawned anyway. This is usually solved by just saving on a freighter first without the mod, and your freighter isn't moved by anything mods can do.
good to know.... not sure if i want to do it yet though... quicksilver is the only thing i would mod... i am pretty rich with everything else..
Oh, you were thinking about cheat mods lol
yeah... what other kind of mods are there?
thats actually pretty cool
i wish i could extract building objects out of this game and use in unity for vr worlds i build for myself
lol... nvm i just found something for blender
@cosmic grail There are two types of mods that could potentially mess with a save. That's any type that changes the way the game generates terrain and any type that changes biomed. They won't ruin your saves, but things like your previous bases being suddenly underground/airborne will happen with terrain changers and planets that have treasure like ancient bones or salvageable scrap or even lightning crystals may stop having them with a biome changing mod. Won't exactly ruin your save, but some people don't like that.
@Tommy from what I've seen you can also use blender to make new assets for this game. I'm not much of an artist so I have no plans to try.
Question about mod load order, if I want mod "A" to load before any other mod I need to add "___" to it?
As i am using my mother ship to jump more frecuently i realiced how horribly ugly the interior it is.. It feels like a damn subway station. Is it possible to mod and make a completly redisiging ship? Also i figured it would be so epic to jump while standing on the bridge and be able to see the jump efect from the interior of the ship and not from outside.
Ah
@ruby pier NMS loads mods in alphabetical order.
@ruby pier also load order doesn't 100% matter unless you have 2 mods that edit the same file. When that happens, you want the mod that is more important to load in 2nd.
As long as they don't conflict each other enough to crash the game.
@tepid pulsar @full swift Im about to try to set up a new copy of Invisible Wires which hasn't been updated since it cracked in in Synthesis. Do either of you have bases with powerlines that could be useful for testing ?
@tepid pulsar
Its not intended for all-four-at-once use
It has four files, two "Invisible" and Two "Subtle"
Two For the unpowered lines and two for the unpowered
You can take two that dont cross improperly. Dont combine "Invisible Powered" with "Subtle Powered"
I juast remembered the hidden page has it in the descrip lol
""Subtle Powered Wires" Makes powered wires subtler.
"Invisible Powered Wires" Makes powered wires invisible.
"Subtle Unpowered Wires" Makes unpowered wires subtler.
"Invisible Unpowered Wires" Makes unpowered wires invisible.
They can be mix-and-matched or used all on their own however you like with two exceptions:
You can't combine both Invisible Powered Wires and Subtle Powered Wires at the same time.
You can't combine both Invisible Unpowered Wires and Subtle Unpowered Wires at the same time."
Anyone know any water and grass mods won't absolutely kill my frames if playing in VR?
@verbal haven My water mod does nothing to frames, and the Verdant grass mod should be low-impact for grass :)
https://www.nexusmods.com/nomanssky/mods/1288
https://www.nexusmods.com/nomanssky/mods/1326
K thanks, im assuming this will work with Vortex
Never assume that.
These two probably do, but Vortex screws up with many mods with multiple option files included and NMS mod installation is way too super-easy to justify bothering with Vortex.
https://nomanssky.gamepedia.com/Mods
Ok thanks
Update uploaded for Stealth Wires. (PLEASE tell me if it gives you problems!)
https://www.nexusmods.com/nomanssky/mods/1107
nice and good
thank u exo
ive been using like, a ton of ur mods on my game and honestly the amount its added to the overall experience is amazing lol
I only did the fastest imaginable test though, so you gotta tell me if its busted 😛
It was tested fully in an older form tho
i dont base outside of freighters tbh so i cant rn, plus am about to hit the hay
Freighters can do wires lol
most of your stuff has been working with living ship though
ah yeah i know
i guess put it down to laziness
esp. if you use my basebuilding mod that enables everything in freighters lol
Wait actually Im hearing that one was busted too lol
Ill patch that up in my next break
honestly am a real big fan of those colour palettes
rich blue and then the sky just bursts into stars above the clouds
whats ur palette testing process?
do you just warp around and go 👀 ooh
Mostly I start by testing single elements against an all-black set to figure how each one has its effect
My tests tend to look pretty screwy lol
planet of the atlas...
i squinted looking at that
I dont remember exactly what I was testing in that one, I think its all blackout with a yellow ambient overhead
But yeah, generally I test in pieces for the most part.
"Testing" a finalized palette cluster like whats in the final stratos is generally the very last step
And ofc like anyone else I cannot test 15,000 skies so thats why I pay so much time into the parts I use to build the palettes rather than whole palettes
so you make sure the parts work with one another so the end result is a bunch of pretty lookers
That's the hope, anyway 😛 In any case, pretty much none of that fits into my schedule during semesters 😢
lol fair
Such is the pain of aiming for 95's in pre-med upper-division courses 😄
Speaking of which I must return to some reading, and I hope the wires mod works out for you and everyone else 🙂
alright! well best of luck to u with those grades lol
TY 🙂
So, trying to use cheat engine to find the line of code that determines placeability when putting down buildable objects is proving to be the metaphorical equivalent of trying to find a needle in a haystack. There's just so many lines of code involved in NMS that are constantly changing at any given moment. Millions, actually.
?
You have looked into the basebuilding table right?
@tepid pulsar I think you may be wildly over-thinking your problem...
Maybe, I have a problem with that sometimes
Part of the parameters of every basebuild part
<Property name="BuildableOnPlanetBase" value="True" /> <Property name="BuildableOnSpaceBase" value="False" /> <Property name="BuildableOnFreighter" value="False" /> <Property name="BuildableOnPlanet" value="False" /> <Property name="BuildableOnPlanetWithProduct" value="False" /> <Property name="BuildableUnderwater" value="True" /> <Property name="BuildableAboveWater" value="True" />
METADATA\REALITY\TABLES\BASEBUILDINGTABLE
I think I may know the solution. I've changed the value for CheckPlaceholderCollision for all objects from True to False, but there's another value labeled EnableCollision that's defalted to True. Gonna try setting that to False to see what happens.
That makes you noclip it
Honestly it's largely something to do with the ramp, since it's the biggest offender right now.
OH and some things still check against the ground and stuff separately, you will never get a perfect anti-invalid position mod out of the table alone
but I mean.... diminishing returns at best after that CheckPlaceholderCollision has been fixed already
I remember seeing lines in other files that check for whether or not it would be blocking things like the player or teleporter but for the life of me I can't find them again. I was stupidly tired when I saw them (or pretty sure I saw them) and don't remember where I saw them at.
Maybe in the filepaths noted at top of parameters?
I feel like figuring out where those were will be much easier than tracking down dynamic code in cheat engine lol
Yeah that path was shut down when I saw how many lines there were. Try sorting by what's changed? Millions. Try sorting by what stays the same? Still millions. Turn off randomization to narrow things down? Maybe narrow it down to a little over a million at best.
@tepid pulsar I suspect that I have solved it. Wasn't even looking, but a var caught my eye and I was like.... You look suspicious
GhostsCountOverride
A bunch of parts have set numbers 1, 2, 3, or 4. I switched them all to zero and now I can build stairs touching many things
It doesnt prevent building into invalid spaces though, but honestly IDC about that
I remember looking at that value too.
I was actually just finding out which one was the base computer so I could UN enable it on freighters lol
saw that and was like. Hey. This ones zero.... but are others not zero?
I found the file that has the that has values for blocking teleporter and player and the like. SNAPSCENEDATA.ENTITY
Slick, bruh 😄
<Property name="SurfaceProperties" value="None" />
<Property name="TriggerVolume" value="False" />
<Property name="Climbable" value="False" />
<Property name="IgnoreModelOwner" value="False" />
<Property name="NoVehicleCollide" value="False" />
<Property name="NoPlayerCollide" value="False" />
<Property name="CameraInvisible" value="False" />
<Property name="InvisibleForInteraction" value="False" />
<Property name="AllowTeleporter" value="False" />
<Property name="BlockTeleporter" value="False" />
Anyway I gotta wrap up the new BBB and get back to work again 😄
later
New build of BBB
https://www.nexusmods.com/nomanssky/mods/1096
Hey there! Sorry if this is a silly question (or one that's been answered already) but is there any way to change the character limit for the in-game chat for the PC version of the game? Or a mod that does this?
IDK personally
why cant i unlock inventory slots in the exocrafts with the save editor?
Because they're locked to those slot numbers hardcore
its funny how those are the only things that are locked like that.... you can even add more slots in the storage containers
Yeah it's weird
https://www.nexusmods.com/nomanssky/mods/1198 Updated for 2.32 Living Ships
Makes Scanner and Ship scanning much faster and recharging times extremely quick
I'm still looking for an alternative for the Private Landing Pads mod.
link?
It works for me, but a friend is within close proximity to me (who doesn't have the mod), and the ships are circling my landing pads again.
I'm trying to know if he too has to have the mod or if... I dunno, I just don't know, this is driving me insane.
All I know is it was working before.
Just.. argh.
Your freind is probably triggering ships by being there without the mod. Just make him install it, probably fix
That's what I'm thinking. I've been trying to test that.
Confirmed: it's him.
As I said, this has been driving me INSANE all night....
we need a mod that makes sentinel starships shoot players on ground at wanted level 5
Okay, I think I have the solution to what I'm trying to do and I don't think I'll get this done on the first try but it involves editing the SCENE files for specific parts.
From what I've been reading up, the SCENE files for base building parts contain snap point data. Not only does it contain where the snap points are located, but what they can snap to.
I'm not 100% sure if this is causing the issue, but it's worth a shot.
For example, looking through BASIC_RAMP_SCENE, I see some connection data for FloorTile_Out_ and FloorTileS_Out_ (assuming the S means small) but nothing for FloorTile_In_ or FloorTileS_In_ which may explain the somewhat odd setup for building stairs in the first place (when building from the floor up at least).
Do I plan on changing this? You bet your ass I do. Will it take time? Yeah, probably will, along with a lot of testing.
@vernal spruce I use this one for speed lines: https://www.nexusmods.com/nomanssky/mods/623
And that mod works, I use that one as well
Okay, looking through various SCENE files for the different parts. The modding wiki mentions that the NullSnap_ value is needed to make a snapping point work, but looking at the files it doesn't seem like it's actual placement is necessary as long as it's there. One per snap point.
That, or someone at Hello Games programming division messed up.
HG have some questionable ideas a lot of the time I think
ye
I'VE MADE PROGRESS! I've added some snap point data for the stairs to include the value for "FloorTile_In__" and have successfully managed to have stairs show green when being placed between two floor tiles!
I'd include a screenshot to show what I mean, but apparently can't with this channel.
It's time to do the same with the top of the stairs since they have the same issue.
If I do this with the corners snap points as well, then you could have floor panels snap on the corners and not just the middle of the top or bottom of the stairs.
Maybe I could take this even further and allow prefab parts like windows to snap to basic parts.
You can always post in #nms-photomode-gallery
done
Alright, so the wide stairs now play nice (mostly) with floors. While I was testing I noticed that stairs will snap to the top of a short wall just fine but will show red when snapping to the bottom. That'll be a fix for another time.
The big test of what I'm doing though will be if I can get parts that normally don't snap together like large prefab windows to basic walls, to do so.
I think I'll stop spamming this chat with my mod updates, that should be for my mod page.
there needs to be a mod that shows the entire route to a waypoint
During my time reading through the files, I do recall seeing a value that determines how far out a route goes in the galaxy map, so yeah that could be modded. @cosmic grail
Honestly forget where that was at though.
@cosmic grail Ive tried that but the game wont play nice and it just maxes out short anyway. My starmap upgrade mod pushes it as far as it will go even though its still not very far, barely different from stock
@tepid pulsar sadly does not play out the way it should
Also damn you went down the rabbit hole fast, I havent seen someone go down that fast since me, lol
Ah
thank you anyway
New Space Battles update. Same ol' mod, works with current game :)
https://www.nexusmods.com/nomanssky/mods/1197
It's pretty niche, and hits a VERY big file that crosses a lot of other mods.
But If i did a mod involving rebalancing combat spawns it would get very big and complex, not like this simple timing shifter here
In other news, I've fixed a "pulsing icon" bug in the scanner mod
https://www.nexusmods.com/nomanssky/mods/1198
For the people that mod in extra emotes, what animation program do you use? GF would like a emote that lets her "pet" the creatures.
I think most people use whatever emote has a moment of holding their hand out
Basically people mod in other-wise locked emotes, not full custom ones
Its the same for the Head mods
Ver. 5.2 posted.
https://www.nexusmods.com/nomanssky/mods/1080
Mod game big this
am I unable to do multiplayer missions with only visual mods?
you can do multiplayer missions with any mod
except a mod that disables multiplayer missions
Weird, I get like a grey transparent screen when I try to join a mission lobby
and it forces me to go back
All my mods are only visual
Did you use any shader mods? because they are all dead and a few of them even break things
If its older and uses dated globals file it could cause screwy behavior
No shaders
Any mods that affect menus or missions?
Also, a user in the Cheat Engine subreddit has directed my attention to some potentially useful modding tools, Process Explorer and Process Monitor. They didn't say what exactly Process Monitor does but did say that Process Explorer will show what handles a process on specific objects, like files.
Both of those categories are exceptionally difficult and problematic afaik
I'm not asking because I want them, I'm asking because if @vernal spruce has something like that it could be causing his issue.
Oh, nvm, all his mods are visual.
R E A D I N G
🌈
•-•
I have:
- Expsolar’s expanse (Pure black)
- No speed lines
- No space dust and plasma
- Invisible trade routes
- Ship headlights
and that’s about it
Wondering if ship headlights affect anything but I’m not home so I can’t test it
What ship headlights mod is it?
Is it the one in DUD’S SKY or the VR one by Mjjstral? Those are the only working ones.
One of the older trade route mods I think might have been a shader type? IDK
But if you only have five mods it shouldnt be too hard to load singles until your menu breaks and find out
Will test when I get home, thanks all ^^
Is there uh.. a mod that will automatically refill something like Oxygen after a certain threshold has reached?
nop
there isnt
the ship headlights doesn't effect anything
neither does the invisible trade routs
wait nvm
it was the ship headlights
Do we have any clear water mods
we need a penis monster mod
@vernal spruce What exactly did the ship headlights mod make happen? And it for sure is from DUDS SKY?
I downloaded DUD's sky ship headlight mod, it somehow just disabled me to join in multiplayer missions
it will show me a transparent gray screen for about 10 seconds and dissapears
I try to join it again and it just shows it again
repeated about 4-5 times
When you say multiplayer missions, you mean choosing a mission at the nexus cube or if someone invites you or what? I can’t understand why the mod would do that but I need to fix it if there is a bug. Just trying to understand what menu you had problems with. @vernal spruce trying to get as much info as possible to help, thank you.
So jasons ship headlights break multiplayer missions ? Or false alert ?
idk, just some people said some mods effect that
so I tried removing some stuff and when I removed the headlight mod it works again
@marsh eagle how the hell would it break multiplayer? Unfortunately, I have GOG and that is super hard to test that. That’s really weird
I just got into nms moding so idk much really
might be a bug from the game itself?
Not doubting it, don’t get me wrong. Just trying to figure it out. I almost wonder if HG put a block on some mods or something. I will try to test it but it will be hard to do with GOG.
It's supposed to only effect visuals right?
Okay, so you could go to the nexus and choose a mission etc alone and it’s fine? Only joining another player caused an issue right?
yeah
It is visual in the sense that it adds a light part to the ships and a toggle system to turn them off and on.
That’s it.
yeah but for some reason when I removed your mod the multiplayer works again u.u
not trying to say that your mod is borked or anything
I really want it in game
Yeah I hear ya. It’s just a little mind blowing to me. I’m confused why it would be happening.
This is going to be almost impossible for me to test.
Can't explain it either sorry
🥺
@steel crypt I use your headlights mod and I’m able to do multiplayer missions.
Thank you for that info! Really appreciate it. I have GOG and trying to get into a multiplayer mission is tough. I tested all the files again for compiling issues. There are no issues with that. I wonder if it was just a coincidence? I see quite a few people talking about that same thing happening that aren't using my mod (it was before my mod was made), and it came down to a network issue with all of those I have seen. @hallow pumice
@vernal spruce Maybe it was just a coincidence? Depending on who you are trying to join, their NMS network options settings, and networking in general, that can happen.
No, thanks for bringing it up! It's the only way it can get fixed. I try to test everything as much as reasonable, but it's just impossible to 100% test mods. Well good news is maybe you can have the headlights again LOL.
the headlights will help me with exosolar's pure black space so much 😅
There is also a exocraft light mod and a "stand" light mod (that improves light from buildable stand type lights and improves lights at a trade station and outpost) in DUD'S SKY if you are interested.
Some of my color mods also make it where it can be really dark sometimes, so I know what you mean.
thanks for the info ^^
METADATA.EFFECTS.SCREENFILTERS.MBIN
will this file effect things like multiplayer
no
Are you still having a multiplayer issue?
Or are you just trying to mod that file?
I haven't tried multiplayer again yet
well, as far as I know is I can initialize the mission first, so bet people can join in mine
I can still see people in the nexus
but I don't know why I can't join people on the mission
If i can still see peeps in the nexus that means I can see peeps anywhere
multiplayer is fine
Yes, but depending on their NMS network settings, they might start a mission and you can't join because they have it set to only friends. There can also be problems with your NAT transversal or any other person in that group's NAT and it can be an issue. It can be an issue with joining that person in a group even though you can see that person in the Nexus.
Had that problem last night as well, joining was impossible and after a while I got mission aborted responses when trying my own
Guess the nexus is having a bad day
@fervent tapir not using mods?
correct
@vernal spruce Pure black is space only. The dark nights would be Stratos's doing
@fervent tapir Interesting. But I'm sure Jason is happy he doesn't have to try to debug a graphics glitch, lol
@hushed bronze Have you ever messed with removing only some of the notifications? (Bottom right HUD)
Someone did that before. That said, I know how to do that too.
Just now occurred to me I can totally make those things only appear in the visor and not regular HUD
Yes, you can make them visor only. I want to only remove the notifications like "use x for torch" and "press x to take off" etc. those beginner type instructional ones. I want to leave the mission ones etc. Can that be done? I looked everywhere for where they are called from. Still have a couple of guesses in the UI global but that is not compiling right now.
In short, I want to remove particular notifications from that bottom right blue notification bar, but not the bar itself.
The only real issue I see with visor only is you can't use it in a vehicle/spaceship which means no mission updates in space etc.
thats the problem I see with deleting them at all lol
but anyway the central tooltip, I dont remember precisely but I think you can
I Modded it before but the UI was pretty heavily reorganized since then
@steel crypt https://www.nexusmods.com/nomanssky/mods/1026
"Text Graphics Component" might give you clues
Ty dude.
I'm attempting to rework what I started from the ground up now that I have a better understanding of what I'm doing. The main issue right now that I'm having is this. No matter how I edit the snap points on the stairs, the stairs will initially show red when trying to connect between two floor objects. Quickly moving the stairs to a different snap point and then back will correct this, simply rotating won't, and I want it to be something that doesn't need to be corrected to begin with.
Most of my work trying to expand the snap points in the floor tiles usually end up with the floor refusing to snap between two floor objects at all, unless 4 floor tiles are snapped together.
BUT, thin stairs don't have this problem, and I haven't edited them at all, so I'm probably going to have to look at how they're configured to connect to floor objects to try and find out what's going on.
@steel crypt At the minimum, it should help you nail down the file you need even if the code block has moved to another file, thanks to the handy dandy CTRL F 😄
@tepid pulsar Have you tried the ghost thing I mentioned before? Appears to have worked perfectly
at least for the invalid stairs part of the problem
@hushed bronze I think I had that in the previous version but not this version, gonna have to retry that. Tomorrow though.
https://discordapp.com/channels/146101654981312513/377229206351773696/683838799733850112
remember I posted a pretty picture n everything 😄
Is there some kind of 'expedition advisor' or 'expedition helper' mod, that would give advice of what frigates should be sent out?
Nope, if you have questions about how expeditions work ask in the #nms-questions channel.
we need a mod that lets us nuke planets
a bomb that destroys all the terrain that you can edit, and kills all the flora and fauna
and it gives you all the loot
lol
imagine all the ferrite dust
Why would it give you all the loot
Idk how to make a mod and I really wanna start on getting that vintage filter gameplay
how do i start .3.
Welcome to the No Man's Sky Modding wiki! This is a community effort to document the technical aspects of No Man's Sky's internal workings as well as acquaint aspiring modders with all of the...
dizzying..
@vernal spruce And also this maybe works still https://www.nexusmods.com/nomanssky/mods/1091
It doesn’t, already tried it
The inside of the anomally is all black
And entering the ship gives you an annoying white box in the middle
is there even a mod for HUD in 3rd person flight mode?
oof
what about a mod that removes burning rain from every nice looking planet I land on
:^)
already made that one 😄
pff
No really @thorny zephyr https://www.nexusmods.com/nomanssky/mods/1250
does that break in multiplayer?
nothing breaks in multiplayer
<@&233305774745583618>
?
Oh shit
Ty
.ban @opaque tree for nazi joke
Did it take affect?
he's beaned
Oh ok
oof
yknow, what happened to eucli-ea
Another giant update came along and hurricane'd it
hurricane'd??
Made a big mess. The person re-building it confirms he is on it tho, no worries
oh i see
i kinda like eucli-ea but it sucks that i cant base share
i also feel like it crept off the entire vanilla aspect with weird little additions that i couldnt get into
Well my own Beyond Basebuilding makes shareable bases, so party hard 🙂
ofc thats because it adds 0 parts
you seriously need to add more vanilla-compat bits and bobs to that
like i want me some silly desk gadgets and wall panels dood
gimmy gimmy
Im not sure any additional part can be added without busting share-ability tbh
Kinda why I did it that way
The whole point was maximum building freedom without fucking the MP compatibility
I want a hotdog roller. Like from the gas station. To put in my house. Add please.
if you do all the modelling and texturing and entity configuration, I'll add it to the build table 😄
Sad part is, If I were still a disability-check moron without college classes, I totally might do that
I really want to just go create a shitfuckton of ship parts and totally overhaul ships desings that way but it would cost me eons
Oh lol. Only now just noticed who you are @hushed bronze xD Thanks a LOT for the beyond base building mod. It saved me a lot of headache!
Im glad it helps 🙂
Ye it definitely does. Though I had to move on to Blender as it lacks the fine precision I require. Like you can rotate sideways, but not forwards / backwards. Technically you can move the camera, but that makes it impossible to make sure it's facing perfectly correct
Yeah there are a lot of systems that REALLY need snapping functionality but I can't build something like that, it would have to be HG coders (for in-game snapping)
Plenty of people just dont wanna be constantly cockblocked on trying to build a fuggin staircase in game though 😄
like me
I rarely even build bases but WHEN I DO it better just obey ffs
You cant build that because it touches another wall.
"Of course it does thats why im trying to do that you B-"
Oh the snapping is reasonably easy solved. Just at the cost of losing some parts though. All you have to do is place one normal scaled part and then place a scaled part on top of it. That'll allow you to perfectly snap scaled parts. And the normal part will just hide inside the scaled one
You don't even know the fuckin calculo-trig insanity they pulled to make BB work in this game lol
its the reason the blender plpugin developer took months to get it working well, he had to reverse-engineer completely whack-o math for everything
Ye I can definitely see that
But he did it! Send him your love I would not ever have gone that far for an out-of-game editor 😛
Not that I have the programming skill to even attempt that...
The programming part actually isn't that hard. It's basicly just using blender's own functionality and editing a JSON file. That math part though.. Hell no!
IKR, I'm just glad the HG devs quietly ironed out the misalignment issues... DONT know why they would not have announced that, its a big deal (to me at least)
Now we can make huge wide fields of flat panels and theyre all at the same height! 😄
Ye. Still it's too bad nms doesn't like scaling the way I want it to. I'm working on a build that would benefit greatly from having a circle platform. But there aren't any circular flat parts in the game. The only thing that comes near is the Cylindar. But its height is too big. If you scale that up, you end up with a huge pillar, not some platform
Steam workshop, when?
I'm trying to keep my build uploadable 😛 So I rather not depend on mods that make that impossible
@hushed bronze Btw, a reasonably small feature (at least I think) you could add to your mod is show the scale value in game when you resize. Since it automaticly scales back to default as soon as you do anything else, that'll help a lot in getting the same size again when you need it
I would not be able to do that BUT I can tell you that max is exactly triple and min is exactly 1/3 scale
Ye that much I know. But not everything would fit for min or max only
Information fetches all basically go through the exe which comepltely leaves my domain :<
If the game was already puching that info into the UI, I could dress it up however I wanted, but i cant ADD it to the UI
Ah. I haven't touched modding yet so I have no idea what's accessable and what not
I had that issue with the weather details in my Visor hud mod, I cannot simply add the hazrd info or the discoverer info or anything else to left panel, Best I can do is resize right panel to overlap and push it all the way over from left, see what I mean'If I actually add it to the other panel, the game has no idea that its supposed to be fecthing that data for the other panel
I just get like "Error-default filler text because exe is dum""
Also, one thing I think is really odd. When I scale a simple floor to max with your mod, it's obviously XYZ: 3. But when I load it into that blender mod, it shows as X:2 Y:3 Z:1
yup, whacko trig calculus is at play
Fortunately I was able to just "AllowScaling" = True
the game itself already knows how to scale its own parts, devs just decided to remove cool things left and right for no reason.
I mean, who would want stairs to be able to place correctly without a fight? Better disable that
lol
The mod literally just tells the game to stop checking for part-to-part collision through switching an existing variable in the file to false.
May as well name that var "EnablePointlessCockblocking?"=True lol
And Im just looking at it like, "can we NOT do that instead?"
xD
Ok so I want to place a wall sideways. You got a reason to tell me no? Seriously...
No
Fine then, I'll just make a mod
BITE ME
https://www.nexusmods.com/nomanssky/mods/1096
I'll bite you
Bite me daddy
nmmmmm tastes like... hemoglobin
thats the good shit right there
walks in...walks right back out
YOU SAW NOTHING
What channel is safe to talk about the save editor? I need some reassurance before I use it.
As in, backups.
Anywhere. There's no rules here against discussing save editor or mods
Alright. So I know how to backup my save. But how do I make sure it's backed up?
Save editor autobacks literally every time you save a change at all
The main screen of the save editor lets you pick the Save file. It'll show you the backup zip archives everytime you make a save. If you messed something up, you can just select it, copy whatever you want restored and paste it back into the file you're currently editing
Alright, that's good. I just don't want a corrupted backup (or something).
I already needed to restore a save and it worked perfectly fine
Alright, that's somewhat reassuring.
Don't even need to restart the game to test stuff. Just save your edit, go ingame and reload your last save. Works fine
Obviously dont go into your ship or do other stuff that will cause the game to make a save. That would overwrite your edits, lol
Ye. Just save your game like normal. Then pause the game and start editing your save. Once done, save your edits with the editor. Go back in your game and reload your last save (without saving first in game this time)
Claims I don't have Java. Yet didn't they say Java is no longer free for us?
Java is still free. Their license has changed, but that doesn't affect personal or development use
@naive moth The three values in the save file related to sizes aren't xyz values. The second value solely controls all three dimensions, so you can do 1,15,1 and have something 15x bigger. I haven't tried to figure out the other numbers, but maybe I'll mess with that today.
@vale iron I'm not messing around with save file values, lol 😛 I'm working in Blender where the XYZ values stand for the parts size
Idea, A mod that Disables the Flight Assist.
what's a flight assist
all the ground-avoidance bullshit, stuff like that
oh you mean the magical fly backwards when you go nosediving into the ground?
all that jazz
I want it to not force me to turn away from things
and make me unable to turn towards things
Fly closer to the ground so on
@naive moth and @vale iron In the save data, each object is given a position, an Up and an At, with the latter two being Vectors. They do represent x,y,z as you are dealing with vectors for objects in 3D space. The reason you are seeing differences in Blender is likely due to how scaling is implemented in the mod.
Each object in-game is always scaled in all directions (x,y,z), so if I scale 15 times in the up direction, the x and z will also be 15 times as large. If I were to scale it along the x or z axis by 15, the result would be the same. Basically the largest scale direction will be your result in-game.
To actually do this properly, vector math should be applied (matrix multiplication). You can see this in Blender when using the plugin, where all scales will actually show equal. However, Blender will import the data from the save, so if a different method is used, you will see this reflected in Blender as well.
In the example with X:2 Y:3 Z:1, the object scale is actually incorrect, but because 'largest' scale is applied in all directions in-game, the result looks the same. It could cause issue though, when you start scaling in a single direction. Scale on X alone by factor 2 and it becomes X:4 Y:3 Z:1 resulting in a 4 times scale for the full object in-game. In Blender your object is now scaled in a single direction. Similarly if you scale on the Z axis alone by a factor 3, you will clearly see a change in Blender, but in-game the overall scale will remain 3 (X:3 Y:3 Z:3). For default objects (scale), you will see that Blender always shows a scale 1,1,1. Sadly enough, we can not scale objects in-game on a single axis alone, but that doesn't mean you can't mess up the actual scaling vector, you just won't see it until you do open it up in a tool like Blender, where it gets translated correctly.
Thank you @fallow meadow , I know far too little about the vector math that is used very often NMS.
Well, vector math is not something special for NMS, this is the way to do things when dealing with objects in 3D space, or even 2D space if I may add
I do hobby with game development myself, so I am reasonably familiar on this subject. I have been scaling objects and applying rotations even before any tools became available for NMS. It can be a pain though to work with vectors, but the common way to do so.
I had done the below race track all manually before the Blender tool came along to finally make my life a whole lot easier ;-)
Took me a long time to get it like that though, don't ask, because it's crazy to do this manually
Anyways, there are tools to help calculate correctly and the if interested, you can check the wiki for scaling/rotation using vector math
I teach philosophy and korean studies and play D&D, not much exposure to it for me 😉
I recall you mentioning that elsewhere, pretty amazing to see you work and likely enjoy doing something totally different with all the mods you've been making
Yeah, I like doing troubleshooting and problem solving - philosophy/logic things - and that leads to the easier mods. The more complicated stuff, though, holy crap - there's tons of stuff I don't understand at all, let alone could I do it myself! Like your race track, I get the idea, but I couldn't do that without far more work than would be reasonable.
I guess I was just too lazy to make a tool, I am not really into making mods, but at the same time I like to get the most out of tings. So with the race track, I knew the data was available, so I mess with it, but never intended to make a tool for it.
I am pretty smart when it comes to technical/logic stuff, but there are some that go way deeper into modding and much more knowledgeable than I am
Oh man, I hear that! There are some mod authors I just wait for them to update their stuff because there is no way in hell I'm either able to figure out what they are doing or am willing to spend the time to figure it out!
Imagine where we'd be without Monkeyman?
Utmost respect for doing work he does, even though I am not really into creating mods myself. So many rely on the base though, with tons of players enjoying the mods created with it.
If I may ask, are you native Korean or just moved there because of study?
@hushed bronze how would i go about getting into modding? say, adding gadgets to the build menu for example
am genuinely curious
is there like, any good resources anyplace? it's really hard in most modding communities to actually find good resources
https://discord.gg/SSx7QP
@vocal zodiac
@vocal zodiac Yes, that invite from jason there is probably your best option 🙂
Is there a mod functional in the latest version capable of removing the Flight Assist
The thing that makes me unable to look to the ground, or turn if somethings near by, I can't barely fly low without it flipping my skywards or some crap
to quote a Thread posted on Steam discussions that I feel gets my point across somewhat well
"I want to go full speed 2 meters above ground, crash in a mountain and die !"
All I can seem to find is things that increase speed, which is not what I'm looking for :c
I want Full Control of my Flight.
At least that comes to mind, the Only thing I like that it does is actual safety features, like not being able to boost when too close to a Station, Planet, etc.
But other than that, I want the ability to crash, to make mistakes, or to get better at flying and actually survive things that I cant with the restrictions the game puts in place
@willow hearth "Adding features" is virtually impossible. Just saiyan
the modding allowed by the game doesn't allow addition of assets?
Assets could be added with great difficulty, but functionalities are extremely rarely an option
like adding any kind of actual content?
right
so even adding a technology that just remixes existing stats would be extremely difficult
If all the parts exist, its possible,
but If I wanted to add a new ship class, no chance
If I want space stations to orbit, 0% chance
Functionalities that arent already coded are out
Basically the exe where all that stuff lives is out of the options, and what we have access to are basically the assets, resources, and parameter files
I'm guessing a new feature that'd require a new variable to be saved on the save would be impossible
I don't think there's any way to change how saves are built, nor would you even want to, thats a very dangerous idea
or maybe I can "repurpose" one of milestone variable
Exo, do you have an idea if disabling the Flight Assist would be possible?
Such that the player has most if not full control of Flight?
Unlikely, you would have to code an eleventh thing to connect to the tracked variable. Def goes through the exe
@radiant hazel Yes, all of the parameters for flight control are in the file GCSPACESHIPGLOBALS
basically if I'm thinking some xcom2 level of modding I'm hopeless
BUT see, if you wanted to add combat maneuvers like a pre-fab barrel roll, you would have no chance lol
I have no expirience modding, so I have no idea, but may it by chance be a file similar enough to a config that I'd be able to go in there and fix my problem (for the most part) myself..? 🙂
it is a config
has stuff in it that basically says "How far from ground to push away"
and I assume modding UI to add a new screen would be completely out of the question
New screens, yes. Heavily editing existing screens, not at all :)
https://www.nexusmods.com/nomanssky/mods/1093
(how can I find this GCSPACESHIPGLOBALS thing, I cannot find it inside my stead install folder)
was thinking of adding some rpg progression type element but I guess that's physically impossible with simple .pak addition; I guess I'd have to actually hack the game to make that work
@radiant hazel Get basic modding prerequisites setup first. That file doesnt appear until you unpack the game files
darn.
G'night
New here, can anyone recommend a mod to improve the UI/HUD for VR? I’d love to strip it down to bare essentials and disable the objective tracker altogether
I'll settle for having a speedometer when you're in 3rd person view of your ship...!
@inland lion next on my list was third person view of ship in VR, I imagine that’s impossible altogether? Same controls, different view?
good luck with display screens for 3rd person.. you'll have to hybrid something like this HoloHUD mod into the 3rd person view space..
See, 2 of those displays don't matter to me in third person.
Current weapon equipped and speed is just fine.
But right now, I'm basically just looking for a collection of mods that are just 'You must install this! If you do not, you're just plain wrong!'
lol, those days are long gone.. pretty much have been since NEXT.. HG now gives the full game as it's needed.. if you can't enjoy vanilla at this point, then NMS isn't the game for you and you're still likely holding out for something more.. try another game..
So far, not seeing any sort of 'OMG, you're doing it wrong' type mods at all... some graphical stuff, some cheat mods... nothing else, really...
Can I get some recommendations here at all?
that's just it.. all the creative must have mods of the past have been implemented into NMS by HG over the years.. they even touched on my MorShips mods back when they added squid and exotic ships, and now they're introducting Living Ships.. Another set of must have mods were anything relating to Base building.. but now, HG has pretty much taken care of all of our base building needs that to add to it is just additional time and effort a modder will put out for little to no recognition..
Dat recognition, lol
Well... what about this NMS Fantasy overhaul? Anyone messed around with that, and if so is it any good?
@inland lion Fantasy is availabe in PARTS which i strongly recommend
PARTS?
Almost 100% chance you will dislike SOME parts and LOVE others
So get the modular version
100% reccommend but not in its complete single-package form
And the acronym was PARTS
Fuck yeah that P.A.R.T.S. mod
lol
Sequell to the F.A.R.T.S. mods
Go to the page, it has its instructions
Ah. I see. Multiple folders in the zip.
Yep. a file ending in ".pak" constitutes a standalone module that can be installed like a single mod
So... which of the ones would you recommend? Because when I was looking at the documentation, most, if not everything, looked really cool...
you just have to try them
Frankly, red is a talented modder who made and maintains too many mods to make them all particularly great
so some are amazing, others lackluster, and personal taste factors a lot
Mkay. Guess what I'll do is just... toss in the aio, then if something doesn't sit well with me, I'll toss it and add all but the one that doesn't sit well.
yup, if you have played a good deal of normal NMS, it will be easy for you to spot what mods you dont like and pick them out.
@inland lion However if you encounter something buggy, you can ask me and I might know what mods can cause that bug
but also you can tell redmas himself, he is very aggro against bugs 😄
lol
He's among the best 🙂
Technically he's considerably more skilled and experienced than myself, for that matter
My mods usually get gud thru perfectionism/the ability to focus on a limited set
So... with this mod installed... if I go into a Nexus, will I still encounter people who have this mod installed as well?
no, you will encounter everyone you normally would without mods
Game basically does not check mods against anyone
I thought this modpack was supposed to have me pick my Class when making a new game...
?
One of the 'what's new since the BEYOND version?' things was 'RPG Style Classes to choose on new game'
It looks like it just gave me the Planet Explorer class without me getting a choice.
I never heard of that lol
also I have no idea how such a mod could even be possible.
Say, is there any way to convert save files to a human readable format without using the save editor? Running the game on Linux and it won't launch with wine.
Save editor is java, shouldn't need wine.
People still try to game on linux, I see...
java -jar nmssaveeditor.jar or whatever
Apparently it needed me to run it a second time for it to.. actually run
